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Bionifight Infinite Discussion


Voltex

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Welp, I'll see if this gets approved in time: 

 

Mech Name: Dr. Bundy
Pilot Name: fishers
Power/Weapon 1: Bomb Cannon. A huge blaster on the shoulders that propels a large incendiary projectile that makes a large explosion. Is somewhat inaccurate and takes a long time to reload. 
Power/Weapon 2: Twin grenade launchers. 
Power/Weapon 3: Jets on its legs that allow for flight. 
 
Appearance: It is clear that whoever designed this mech cared little about pilot safety, instead going for as many explosions as possible. The cockpit of this vehicle is wide open, and most of its structure is dedicated to the huge cannon thing on the right shoulder, and the two grenade launchers that comprise the arms. The controls for flying include a foot pedal and two sets of joysticks...in fact, the whole setup is composed of levers and joysticks, which, for security reasons, have gone unlabeled. 
 
Other: Despite this quirky setup, the mech is highly maneuverable and surprisingly aerodynamic. A good thing, too, considering its smaller size. 

 

 

Fishers' Mech approved.

 

my god EHKS IS SUBMITTING A MECH AT LAST

 

Mech Name: rm -rf /* (Also known as “Ctrl-Alt-Destroy”)

Pilot Name: Vinra

Power/Weapon 1: The RRADAR. A RADAR powered by a noble Kanohi Rode. The Rode allows for greater RADAR accuracy, preventing it from being fooled by standard RADAR-dispersing means. This works up until the RADAR would normally have difficulty discerning targets – and due to size and power consumption on this mech, this is approximately in a fifteen-foot radius around the mech. The RADAR does extend out that way, to around a thirty-foot radius, but it gets increasingly inaccurate as distance increases. Perfect for preventing any and all close-range sneak attacks, and can at least give a rough idea of where others may be at longer distances. The information is presented in a topographical minimap for Vinra to view, allowing her to see the vertical and horizontal distance to what is detected.

NOTE: The RRADAR cannot scan for people through floors or ceilings, or behind cover.

Power/Weapon 2: DDoS Gauntlets – A pair of protosteel gauntlets, tipped with spikes, on each arm. Normally, spike gauntlets would indeed be bad enough on their own...stick a mech-sized shotgun inside each one, and it’s even worse. The shotguns are fired at will by Vinra, and lack a very wide range. However, it’s still shotguns. On each arm. Directly above the spikes. If one were to be punched, and the shotguns fired...

Power/Weapon 3: Extreme maneuverability – The rm -rf /* is an incredibly agile machine for its size and build. While one would expect a slow-moving, lumbering titan, the rm -rf /* is instead incredibly fast (Faster than Vinra normally, even), flexible, and capable of some astounding feats. One wouldn’t expect a mech to be able to jump higher than a normal Vortixx, but the rm -rf /* can. This is accomplished through gratuitous use of thrusters, offering boosted running speed, jump height, and reflexes.

Appearance: Tall, glowing, and oddly bulky, the rm -rf /* is a strange machine. Each limb moreso resembles masses of mechanical muscles and fibers than true machinations, despite being comprised solely of protosteel and other similarly strong metals. It’s difficult to tell, even where the jet thrusters are until they activate. The body itself is strangely organic, despite its bulk. It’s difficult to discern where, exactly, the pilot is located. Glowing red lines stretch across the entirety of the mech, either for power, or purely cosmetic effect. It’s difficult to tell which it is. The mech is primarily a brushed black color, with hints of silver here and there, mostly on the incredibly menacing, spiked gauntlets.

Other: The mech is controlled via neural interface, allowing for a very small cockpit. No control sticks, monitors, or anything needed – it’s all fed directly to Vinra’s mind.

 

Vinra's Mech approved.

 

Are Ehks and I going to get our mechs approved, or are we out? Friday approacheth. 

 

Patience is a virtue. It's been less than 24 hours, I have many things to do, and I'm the only one who approves Mech profiles. There's plenty of time.

 

 

 

Name: Red Zeppelin
Species: Toa of Earth, diehard fan of blues-infused hard rock and prototypical heavy metal
Power/Weapon 1: Red carries no weapons save his marbled elbows, capable of cracking open a skull with heedless force. His fists and legs are also to be feared; he's fond of planting them hard into the ground, and once he's buried himself up to mid-calves in solid earth there is little that can budge him. 
Power/Weapon 2: Pakari-tier strength
Power/Weapon 3: A bottle of Salamander's Revenge from his home universe, the glass somehow tempered and thickened to the point where it can be used dependably as a weapon without shattering and spilling the alcoholic goodness within. He doesn't tend to use it in fights, though, unless he has to - he prefers not to use it for violent means.
Appearance: About a hand-and-a-half taller than the Toa average, and thick with muscle; Red's jaw is lantern-shaped and spare, his face stark and teeth massive, but his grin always betrays a certain cheerfulness, and scarlet eyes brim with energy, giving him a youthful cast. Bears midnight black armor, with some concession to bright red streaks on the vambraces, calves, and heartlight. Also wears a time-honored, faded Red Zeppelin t-shirt. 
Bio: Red hails from a universe bearing marked resemblance to that of the canon Matoran Universe, with one exception - he was born into a tribe of Toa in the Southern Islands who did not worship the Great Spirit, but instead worshipped a warrior-goddess whose very name was said to cause liquor cabinets to quake and fights to spark. Born under the light of this savage priestess, Red became a skilled brawler and drinker up and down the island chains, joining a small posse of fellow devotees before he stumbled into a congregation one day and saw a band performing worship music in the name of their goddess. When he quizzed concert attendees, he found out the band's name was Red Zeppelin, which was conveniently his own name and as such gave him a sense of kinsmanship with this new and intriguing and very much comprised of Toa band. 
 
Red was hooked.
 
He became attending shows regularly until an accident in The Circle Pit left him hopelessly and frequently quoting Red Zeppelin. One day, while rambling on at home, he found himself sucked away from all he ever knew to join the tournament, and now he fights on, with pride and vigor, in the name of his goddess and her gospel. 
Personality/Other: Soft-spoken and friendly, Red tends to serve best as a lowkey bastion of wisdom and advice, though he is more than willing to function as a party tank if need be, raising the question of whether there might be a little bit of a berserker's streak to him after all. Thanks to enhanced fanboyism and a concert accident, Red is almost entirely incapable of speaking in anything beyond the prose of his favorite band.
 
-Tyler

 

 

hey staff i think you missed an approval from a while back. thanks

 

-Tyler

 

 

With the changes, Red Zeppelin approved.

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I'm gonna be without internet for a few days.  I get back Sunday afternoon.  Will I still be able to participate in the next event?

 

The next round starts this Friday, and it is a Mech-only round. You'll be fine.

 

 

Oh, ok, thanks.

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New version of Falcon's profile with some minor changes to his longbow (I decided the invisible sonic arrows were unfair). However, Vyne is still taking up just one slot, the reasons for which I made clear a while back: http://www.bzpower.com/board/topic/17209-bionifight-infinite-discussion/page-95?do=findComment&comment=915684

Name: Falcon.

Species: Glatorian of Ice.

Power/Weapon 1: Whistler – a longbow that fires specialised protosteel arrows with barbed broadheads, designed to punch through thick hide or armour.

Power/Weapon 2: Hunting dagger – one bio long, this blade is serrated on one side, and razor-sharp on the other, tapering to a deadly point. While he primarily uses it for close-quarters combat, it can also be thrown.

Power/Weapon 3: Vyne – this small, wyvern-like creature serves as Falcon’s constant friend and companion. Her feet are tipped with sharp claws, and her mouth is filled with needle-like teeth, but she is no mere animal: highly intelligent, she can fly, and communicates via chirps and hisses, which Falcon has learned to interpret.  

Appearance: Tall, handsome and well-built, his armour is in various shades of blue, and he wears the grey furred pelt of an iron wolf over his back and shoulders. His helmet is in the shape of a bird’s head.

Vyne is a leafy green in colour, with silvery fangs and claws, a sinuous body, and glittering red eyes.  

Bio: Once a hunter in the wastes of the Quartz Mountains, his duty was to keep the villages of the ice tribe safe from marauding iron wolves. After the reformation of Spherus Magna, he took to hunting in the newly-returned forests of Bota Magna, which was where he met Vyne, abandoned as a hatchling in the woods.

Raising her as his own, he soon discovered just how intelligent she was, and trained her to help him hunt by scouting out the terrain for him. As time went by, he became involved with the Jungle Agori, learning their language and culture and later negotiating on their behalf with the Toa Nuva and Ackar in selecting a site for the construction of New Atero. In the years that followed, he aided the united villages with numerous wildlife problems, taking on beasts many times his own size.

But while he has hunted many a fearsome creature, Bionifight will be the first time he finds himself facing other sentient beings… 

Personality/Other: Falcon has never really been a people person, preferring his own company to that of others. However, he knows the dangers of being a lone wolf (like the one he now wears as a coat), so he tends to avoid working completely alone. Kind and considerate at heart, he doesn’t relish in the pain and suffering of his prey, so he does his utmost to kill with the first shot.

He is exceptionally skilled in close-quarters combat with his knife and his fists, having been forced many times to grapple with creatures that are far bigger and stronger than he, but he favours stealth and strategy over strength when he can.

Edited by Locus

Embers - a new Bionicle Epic - Coming 2024 

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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Maybe I should've been clearer in the profile: the MOC pretty depicts the size difference between the Glatorian and the Wyvern. A real life equivalent would probably be a large hawk or other bird of prey.

 

Is size the only issue, or was there something else about it that the staff had a problem with? 

Embers - a new Bionicle Epic - Coming 2024 

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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I was using Donrioda's drone as a basis for what would/wouldn't be allowed in terms of Vyne's capabilities. 

 

Power/Weapon 3: A singular robotic assistant, which floats along with Donriod at all times. It is controlled by a device embedded in his hand, and she can tell it to attack people. The assistant is capable of only one form of attack: Slicing people with the spinning blade attached to the bottom. It’s almost like a flying blender.
Except actually dangerous.

 

Vyne can fly, like the drone can. She has small, but sharp, teeth and claws (which are far less damaging than what the blender is capable of). The only real difference is that Vyne can communicate, although I think the drone makes beeping noises, too. 

Embers - a new Bionicle Epic - Coming 2024 

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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might as well do an unquestionably serious profile, with a twist on a character i've been considering for a while

 

Name: Desdemona Umbraline ["Des"/"Hurricane Desde"]

Species: Dasaka [Toa of Psionics; simple BZPRPG term]

Power/Weapon 1: Prodigal control over her element; Desdemona is a master of illusionary fields, telekinesis, and subtle mind reading and manipulation - but her main ability is her ability to conjure up a form of psychophysical energy known as Soulfire. This will generally manifest as her own mental energies in the form of dark violet flames, and when channeled at maximum power she can channel the energy of a humanoid dragon construct she calls Yusanora. Upon Yusanora's dissipation (usually around sixty seconds) Des will be almost completely drained of Soulfire energy and can hardly channel any, offensively or defensively, for the rest of the round.

Power/Weapon 2: Kanohi Sanok, in the shape of a Kanohi Hau; she uses this to augment Yusanora's size and firepower, leaving it extremely difficult for her to miss her target.

Power/Weapon 3: A thick, bulky set of pale blue crystal armor that channels Des' Psionic power - especially through the enormous twin gauntlets from which she channels Yusanora. The armor cuts off at her neck, where a thin purple hood chased with small crystals surrounds her head when she's not in a talking mood. 

Appearance: Desdemona is a tall and willowy young woman, slim and slender enough that she generally wears parts of her armor even casually for fear of a nasty fall. Her actual armor is a dark navy, so colorless it appears almost black, with fine golden trimmings running near the joints and along her chest in ornamental patterns. She is pretty, but consistently worn out looking; rarely seen without circles under her eyes.

Bio: Born in an almost entirely similar version of the BZPRPG universe, Des Umbraline served her mother and older sister faithfully as a courtier in the Kentoku Archipelago for most of her young life - until a gala, held in her sister's honor, ended with the gruesome assassination of their mother before the eyes of the two young girls. In the weeks and months that followed, Des and her sister found themselves quarreling more and more, until finally in a fit of rage Desdemona struck at her sister Yumiwa and hurt her hand. Her sister freaked out, unleashing telekinetic and telepathic attacks at her sister in an explosion of rage...before Des exploded, too. 

 

She still remembers nothing of the murder, but rumors throughout the streets in the weeks afterwards said that she had summoned a Kanohi Dragon from her bare hands, rearing to life at her command, and that the construct had devoured her sister in a ball of Des' own aura. Terrified and despairing, the young princess turned herself in for trial and sentencing when she was dragged into the Bionifight tournament world.

Personality/Other: Des is not a particularly ambitious girl; in fact, she tends towards sweetness and naiveity in her interactions with anyone from other Toa to even tournament rivals. Is technically the head of state of the Dasaka Empire in her home universe, though she tends to eschew this title as a result of losing control and killing the last ruler. Terrified of losing control of her considerable Psionic power.

 

-Tyler

  • Upvote 5

SAY IT ONE MORE TIME 

TELL ME WHAT IS ON YOUR MIND

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I was using Donrioda's drone as a basis for what would/wouldn't be allowed in terms of Vyne's capabilities. 

 

Power/Weapon 3: A singular robotic assistant, which floats along with Donriod at all times. It is controlled by a device embedded in his hand, and she can tell it to attack people. The assistant is capable of only one form of attack: Slicing people with the spinning blade attached to the bottom. It’s almost like a flying blender.

Except actually dangerous.

 

Vyne can fly, like the drone can. She has small, but sharp, teeth and claws (which are far less damaging than what the blender is capable of). The only real difference is that Vyne can communicate, although I think the drone makes beeping noises, too. 

 

Again, I will check with Chro first.

 

 

might as well do an unquestionably serious profile, with a twist on a character i've been considering for a while
 
Name: Desdemona Umbraline ["Des"/"Hurricane Desde"]
Species: Dasaka [Toa of Psionics; simple BZPRPG term]
Power/Weapon 1: Prodigal control over her element; Desdemona is a master of illusionary fields, telekinesis, and subtle mind reading and manipulation - but her main ability is her ability to conjure up a form of psychophysical energy known as Soulfire. This will generally manifest as her own mental energies in the form of dark violet flames, and when channeled at maximum power she can channel the energy of a humanoid dragon construct she calls Yusanora. Upon Yusanora's dissipation (usually around sixty seconds) Des will be almost completely drained of Soulfire energy and can hardly channel any, offensively or defensively, for the rest of the round.
Power/Weapon 2: Kanohi Sanok, in the shape of a Kanohi Hau; she uses this to augment Yusanora's size and firepower, leaving it extremely difficult for her to miss her target.
Power/Weapon 3: A thick, bulky set of pale blue crystal armor that channels Des' Psionic power - especially through the enormous twin gauntlets from which she channels Yusanora. The armor cuts off at her neck, where a thin purple hood chased with small crystals surrounds her head when she's not in a talking mood. 
Appearance: Desdemona is a tall and willowy young woman, slim and slender enough that she generally wears parts of her armor even casually for fear of a nasty fall. Her actual armor is a dark navy, so colorless it appears almost black, with fine golden trimmings running near the joints and along her chest in ornamental patterns. She is pretty, but consistently worn out looking; rarely seen without circles under her eyes.
Bio: Born in an almost entirely similar version of the BZPRPG universe, Des Umbraline served her mother and older sister faithfully as a courtier in the Kentoku Archipelago for most of her young life - until a gala, held in her sister's honor, ended with the gruesome assassination of their mother before the eyes of the two young girls. In the weeks and months that followed, Des and her sister found themselves quarreling more and more, until finally in a fit of rage Desdemona struck at her sister Yumiwa and hurt her hand. Her sister freaked out, unleashing telekinetic and telepathic attacks at her sister in an explosion of rage...before Des exploded, too. 
 
She still remembers nothing of the murder, but rumors throughout the streets in the weeks afterwards said that she had summoned a Kanohi Dragon from her bare hands, rearing to life at her command, and that the construct had devoured her sister in a ball of Des' own aura. Terrified and despairing, the young princess turned herself in for trial and sentencing when she was dragged into the Bionifight tournament world.
Personality/Other: Des is not a particularly ambitious girl; in fact, she tends towards sweetness and naiveity in her interactions with anyone from other Toa to even tournament rivals. Is technically the head of state of the Dasaka Empire in her home universe, though she tends to eschew this title as a result of losing control and killing the last ruler. Terrified of losing control of her considerable Psionic power.
 
-Tyler

 

 

Des approved.

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Name: Aeila Teumessia

Species: Unknown

Power/Weapon 1: Maodun Guanshu: Aeila has a unique control over force. Namely, the ability to imbue an object with either an absolute force, or an absolute nullification thereof. In layman’s terms, she can create both the Unstoppable Force, and the Immovable Object. An object imbued with absolute force cannot be stopped by any means, and will simply force its way through any resistance it encounters. An object imbued with an absolute nullification, in contrast, will stop any force leveled against it dead in its tracks, regardless of severity, origin, or angle. Unfortunately, these two effects exist as a binary; one cannot be used while the other is active, and switching between them takes a moment of thought.

Power/Weapon 2: Camlann’s Gauntlet: When Aeila designates an opponent, both she and that combatant are instantly removes from the local spacetime. Specifically, they are brought a moment out of sync with it, and placed upon a new battlefield. This battlefield cannot be escaped, and no one outside of it can perceive the events within, or affect those within. The combatants will only be returned to local spacetime once one has either lost, or surrendered. A loss in the arena will result in the illusion that only the victor has returned, as the loser will be removed by the Infinite System before their return to the arena.

 

Camlann’s Gauntlet brings its combatants to the site of a ruined castle courtyard. Though once a symbol of might, the antechamber to a mighty leader’s seat of power, it has long been a victim to time. The towering gate lays ruined, hinting at a world lost in the distance, and the courtyard is dusty, battered cobblestone dotted by a handful of ruined walls and pillars. Vines choke the courtyard’s walls, overgrown where they were once trimmed back. Shattered statues of long forgotten heroes line a wide, open, central walk towards the castle’s entrance. Larger busts flank the stairs, displaying timeworn Kanohi, a Kraakhan and an Avohkii on opposite sides of the great doors. If one were to ascend high enough, it would seem as though the world stretched forever. In reality, combatants are confined to the central courtyard. The space is primarily open, with the walls arranged towards the eastern and western cardinal directions. The time of day varies, depending upon Aeila’s mood and perception of the battle before her. The weather is similarly reflected, though its presence is purely aesthetic, and does not affect the conditions of the arena.

Power/Weapon 3: Maodun: A long, wide greatsword traditionally sheathed on Aeila’s back. A blunt ricasso is situated just above the simple cruciform hilt, permitting for extra leverage when necessary. A simple mechanical mechanism permits Maodun to fold into a shield, and unfold into a sword.

Appearance: Looking as though she has stepped right out of Spherus Magna’s legends, Aeila stands only a little taller than the average Toa. Armored in deep reds and a muted bronze, her armor is reminiscent of a legendary defender. Her bronze shoulderpads resemble, upon closer inspection, stylized Haus, matching well with the bronzed breastplate she wears. Her green heartlight draws focus, contrasting beautifully with the metallic shades around it. Bronze gauntlets wrap around her forearms, leaving her hands and wrist unencumbered, with scarlet etching. Her red Huna is sleek, framing eyes of the same shade as her heartlight. Maodun is sheathed on her back, the handle protruding over her right shoulder.

Bio: Aeila was brought into being some time before the Shattering, but exactly when is impossible to determine. The Great Beings intended her as a protector, endowed with powers not seen before or since. She fulfilled her role for some time, but when the Shattering began, the Great Beings chose to seal her away and place her aboard the Great Spirit Robot. Perhaps intended as a failsafe, but if so, her return was never desired. In fact, she would not awaken until the GSR’s crash upon Bara Magna broke what had so carefully preserved her comatose form. She awoke in a land she knew nothing about, but one that needed its defenders more than ever. The malcontents that seeked to eke out their own kingdom, the Brotherhood’s remaining servants, Dark Hunters, all were threats to those who could not protect themselves. She was a defender once more, stalwart against those who would do harm. But, to her displeasure, without any true alignment. Her own morality had to be her guide, for there was no higher authority to turn towards.

It is in this state that she has been brought to Bionifight.

Personality/Other: Aeila’s moral code is derived from elements of several previous codes, including elements of both the Toa Code and the Book of Certavus. Camlann’s Gauntlet, for her, is a power of great significance; its use symbolizes that she has resolved to defeat her foe, and will permit neither herself nor her enemy to run away.

  • Upvote 8

fK5oqYf.jpg

 

On this eve, the thirtieth anniversary of that first colony, many are left to wonder; is the world fast approaching a breaking point?

 

 

  Breaking Point: An OTC Mecha RPG

 

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Uh so I'm back, typoes are the result of a sleep deprived brain throwing a profile together last minute. Sorry. 

 

Name: Lexa Rial 

Species: Vortixx

Power/Weapon 1: Long Bow with set of arrows. 

Power/Weapon 2: Position Swap, if one of Lexa's arrows makes contact with another assailant she is able to activate her second power, swapping the position of herself and the target. For example if Lexa was shooting from a hill at Target A who was in the middle of a lake and managed to land a hit with her arrows, she could activate her power and put Target A on the hill while Lexa is now in the middle of the lake. 

Power/Weapon 3: Explosive touch, Lexa's final ability is the creation of small scale explosions via touch. Lexa is capable of laying invisible explosives on surfaces with her fingers. The more of her hand that touches the larger the explosive area, and the longer the touch the more powerful it is. She is able to trigger every explosive she has laid with a snap of her fingers. These explosions aren't that deadly individually and the average combatant could easily shrug off one or two, their true power is only revealed when clustered together in groups. 

Appearance: Lexa is rather short and nondescript, easily able to go unnoticed among the average crowd. This suites her quite well when it comes to blending in and firing off from a distance. Her body, while toned, is not noticeable muscular, and there is nothing of particular note in regards to her features. If anything she is too normal. Her armor is primarily shades of green with patches of grey best designed for hiding amongst the tree tops that she is native too.  

Bio: Lexa hails from a world where the Brotherhood have entered into a stalemate with a new breed of Toa. This stalemate has been going on for a couple decades. In fact as long as Lexa can remember there has always been a stalemate, one that showed no signs of breaking anytime soon. However none of this mattered to Lexa. As a Vortixx she had often felt disconnected to both the evils of the Brotherhood and heroic nature of the Toa. For reasons she finds difficult to explain, the fight never felt like it was her fight. Instead Lexa carved out her own little niche in the world acting as the sole protector for a small village in the middle of a thick jungle. 

 

As their guardian Lexa made sure to always keep an eye on the woods, laying explosive traps and firing arrows to shift around potential intruders. Lexa made sure to keep her village a secret from the rest of the war torn world in a desperate bid to allow it maintain some semblance of peace. For the one thing Lexa truly feared was what might happen to her friends if the war ever reached their front doors. Thus when she found herself summoned to a new world, Lexa found herself scared, not for herself but for her village. She knows she must return home and will do whatever it takes to make it back to her people. 

 
Personality/Other: Lexa is quiet, preferring to blend into the background rather than become a part of the foreground. She rarely elects to talk with others and likes to keep her thoughts to herself. In fact it's not a stretch to say that Lexa's upbringing has left her rather shy, only opening up and talking to people she has built a camaraderie with. However by this same token Lexa is also fiercely protective, willing to go to the ends of the earth for those she deems as her friends. At the end of the day Lexa is a silent defender, always wishing to protect those she cares about. 

Edited by Sora Tryon

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OoC: Why on earth is Ravyn calmly telling his life story while Dartakh is drowning?!

 

IC: Dartakh (Comfort Sector)

 

He had been ready to leave the room, but as soon as he noticed Ismekne standing up he turned around and pulled his sword out. Too late, for the Toa formed a sphere of water around his head. Panicking, he pushed the button on his device, which made the woman unable to use her powers. The water splashed on his shoulders and the floor.

 

Dartakh cursed and gasped for air. "Be cursed, you woman! Why should I thank you for taking me to the medical bay when I remember you attacking me before that?!" His breathing stabilized and he sighed. "I wanted to teach you a lesson, but I'm afraid you haven't learned it. Allow me to explain: don't ###### with me outside the arena! If I'm drunk, bloody ignore me, alright? In the arena, you can do whatever you want, but here I won't allow anyone to push me around. And don't be so ###### arrogant, I've killed Toa before."

 

He glared at Ismekne, sheathed his sword and walked to the door, but stopped when he was next to Ravyn. Unexpectedly, he placed his hand on his shoulder, and something vaguely resembling a smile appeared on his face. "A fellow mercenary, eh? We might have more in common than you think, Toa. Come, let's have a drink and forget this stupid thing. Your words are wise. Life should be enjoyed while it lasts, but often that's difficult because of karzahni-spawn like her."

 

He sighed.

 

"And I'm sorry for your loss. I know how you feel."

For some reason, I was under the impression that Ismekne was forming a bubble around his head and threatening to fill it up on him. My bad.

Even if that wasn't the case, though, using Dartakh's power nullifier like that technically counts as an autohit, so some editing may be required.

Epics: 

Hero Factory: Contagion

RPG Characters:

BZPRPG Characters

RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

Feel free to shoot a PM my way if you're waiting for me to respond to something and I've been taking a while to do so.

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Even if that wasn't the case, though, using Dartakh's power nullifier like that technically counts as an autohit, so some editing may be required.

 

Forming a bubble of water around Dartakh's head in the first place was also an autohit, so I think the two cancel each other out. 

Edited by Locus

Embers - a new Bionicle Epic - Coming 2024 

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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I'm a bit on the fence about that, honestly.

It could've just been a wording issue (which has happened to the majority of us all at some point), as Fishers didn't actually write that he was reacting to it, but I can see your point as well. However, I still think that it would be best to play it safe and withold a Ravyn post until both sides are equally presented and the issue is cleared up.

Edited by Timageness

Epics: 

Hero Factory: Contagion

RPG Characters:

BZPRPG Characters

RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

Feel free to shoot a PM my way if you're waiting for me to respond to something and I've been taking a while to do so.

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I'm pretty sure physically forming a bubble of water around someone's head would be an autohit, since the other player is given no chance to react to or avoid the attack. It's just: "I formed a bubble. Your guy is drowning now. Haha."

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Embers - a new Bionicle Epic - Coming 2024 

Class Is Out - A Farewell To Corpus Rahkshi - Chapters/Review

BZPRPG Characters - Minnorak, Kain, T'harrak, Savis, Vazaria, Lash

BZPRPG Mercenary Group - The Outsiders - Description - History - Base

Ghosts Of Bara Magna - Ash Tribe - Precipere - Kehla, Somok, Skrall, Gayle, Avinus, Zha'ar

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True, but a few unintentionally misplaced or missing words could also make it seem that way if a player didn't read through what they had previously written before posting, especially when a predictive text dictionary is involved.

So until I see otherwise, it would kind of be a bit unfair to immediately make the assumption that it was, indeed, an intentional autohit.

Edited by Timageness

Epics: 

Hero Factory: Contagion

RPG Characters:

BZPRPG Characters

RPG History:

The Asylum, Bionifight Infinite, Year 60,000, Matoran und Panzer, HF RPG 2.0, Wasteland, Corpus Rahkshi, Skyrise

GM Résumé:

Matoran und Panzer (Formerly Appointed Co-GM), Corpus Rahkshi (Former Substitute Co-GM)

 

 

Feel free to shoot a PM my way if you're waiting for me to respond to something and I've been taking a while to do so.

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I'm pretty sure physically forming a bubble of water around someone's head would be an autohit, since the other player is given no chance to react to or avoid the attack. It's just: "I formed a bubble. Your guy is drowning now. Haha."

This is what I thought back then, and why I felt justified to use the elemental nullifier on Ismekne without giving her a chance to avoid it.

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still alive somehow

BZPRPG profiles

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I'm fine with the wyvern, then, I suppose.

 

Uh so I'm back, typoes are the result of a sleep deprived brain throwing a profile together last minute. Sorry. 

 

Name: Lexa Rial 

Species: Vortixx

Power/Weapon 1: Long Bow with set of arrows. 

Power/Weapon 2: Position Swap, if one of Lexa's arrows makes contact with another assailant she is able to activate her second power, swapping the position of herself and the target. For example if Lexa was shooting from a hill at Target A who was in the middle of a lake and managed to land a hit with her arrows, she could activate her power and put Target A on the hill while Lexa is now in the middle of the lake. 

Power/Weapon 3: Explosive touch, Lexa's final ability is the creation of small scale explosions via touch. Lexa is capable of laying invisible explosives on surfaces with her fingers. The more of her hand that touches the larger the explosive area, and the longer the touch the more powerful it is. She is able to trigger every explosive she has laid with a snap of her fingers. These explosions aren't that deadly individually and the average combatant could easily shrug off one or two, their true power is only revealed when clustered together in groups. 

Appearance: Lexa is rather short and nondescript, easily able to go unnoticed among the average crowd. This suites her quite well when it comes to blending in and firing off from a distance. Her body, while toned, is not noticeable muscular, and there is nothing of particular note in regards to her features. If anything she is too normal. Her armor is primarily shades of green with patches of grey best designed for hiding amongst the tree tops that she is native too.  

Bio: Lexa hails from a world where the Brotherhood have entered into a stalemate with a new breed of Toa. This stalemate has been going on for a couple decades. In fact as long as Lexa can remember there has always been a stalemate, one that showed no signs of breaking anytime soon. However none of this mattered to Lexa. As a Vortixx she had often felt disconnected to both the evils of the Brotherhood and heroic nature of the Toa. For reasons she finds difficult to explain, the fight never felt like it was her fight. Instead Lexa carved out her own little niche in the world acting as the sole protector for a small village in the middle of a thick jungle. 

 

As their guardian Lexa made sure to always keep an eye on the woods, laying explosive traps and firing arrows to shift around potential intruders. Lexa made sure to keep her village a secret from the rest of the war torn world in a desperate bid to allow it maintain some semblance of peace. For the one thing Lexa truly feared was what might happen to her friends if the war ever reached their front doors. Thus when she found herself summoned to a new world, Lexa found herself scared, not for herself but for her village. She knows she must return home and will do whatever it takes to make it back to her people. 

 
Personality/Other: Lexa is quiet, preferring to blend into the background rather than become a part of the foreground. She rarely elects to talk with others and likes to keep her thoughts to herself. In fact it's not a stretch to say that Lexa's upbringing has left her rather shy, only opening up and talking to people she has built a camaraderie with. However by this same token Lexa is also fiercely protective, willing to go to the ends of the earth for those she deems as her friends. At the end of the day Lexa is a silent defender, always wishing to protect those she cares about. 

 

Lexa approved but be careful with how prolifically you use the explosives. :P

save not only their lives


d665fa5c17bc200a946e0a69eaf11f929dc080cb


but their spirits

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Ever since seeing how poorly Kopen and Mirror actually perform when matched against more powerful opponents, I've been wanting to try to de-nerf their profiles a little, and with Kopen coming home and Disunity over, now seems like a good time. Admittedly, I spent more time thinking about their characters than how well they can fight, so I hope I'm not overcompensating in power here. I believe I can fit Kopen's echolocation outside of a power slot. My reasoning is that technically it is just another form of vision with similar advantages and disadvantages explained below.
 
I also took the chance to clean up, clarify, and update their profiles a bit. The "Matoran of Dodge" always felt a little gimmicky, and I haven't really been making use of it anyway. Significant changes are underlined
 

Name: Kopen
 
Species: Ta-Matoran
 
Power/Weapon 1: A long, golden staff tipped with three blades on either end. The blades are serrated and twist around each other into a point, making it an ideal weapon for digging through most types of armor. She’s rather attached to it and the clear ring the blades produce when struck.
 
Power/Weapon 2: Kakama speed. A device surgically implanted into her face gives her access to her mask. That coupled with years of practice makes it easier for her to wear down much stronger opponents, avoiding their blows until they wear themselves out, and she can strike.
 
Power/Weapon 3: Quick Healing. Given enough time and energy, Kopen can recover from any non-lethal injury, from stab wounds to lightning burns. The rate of healing depends on the severity of the injury, and even minor wounds take some time. This ability helps her jump back up and stay on her feet even after devastating attacks by more powerful beings and then outlast them.

Appearance: Kopen is blind, and instead relies on a series of clickers built into her joints that allow her to use a form of echolocation to navigate. As the frequency is based on motion, running or otherwise moving quickly improves the detail of her vision. This method of sight provides a different set of strengths and weaknesses, such as an immunity to blinding by light or darkness, as well as an ability to see through most illusions, though her carefully tuned ears are hypersensitive to loud or repetitive noises, which can throw off her vision, and silence fields are devastating, leaving her in a state of panic and complete isolation from the world. Finer details and color escape her, making it difficult to identify the powers of others, though she can identify Kanohi with focus.
After her accident and the surgery to implant her Kanohi device, all that remains of her face is a tangle of broken metal, wire, and diodes, which she keeps carefully hidden with a round, flattened hat and a wide blindfold wrapped around her mask. She’s taken the aesthetic a few steps further, collecting a medley of cloths to wrap around herself as payment for certain tasks. The few flashes of her original armor that can be seen beneath her eclectic coverings are red and silver. Her build is small and agile, but generally the same as most Matoran.

 
Bio: Kopen always seemed to be underfoot in her home town, snatching at anything she could steal and endorsing all kinds of similar nasty habits. She was always the target of many glares and insults from her fellow Matoran. In an attempt to save another from a wandering Rahkshi, she was caught by an attack and blinded. At last, the villagers had an excuse to expel her from the village. After months of wandering through the wilds adapting to her new life, she stumbled upon a new town. She took to surviving the only way she knew how: little favors here and there, earning much respect and many clients, but never any friends.
 
Personality: Kopen has lived in obscurity for far too long. She was cast aside and thought worthless, and she has spent every moment from then on proving she is as good as any other. She had established a decent life for herself back home, but suddenly found all of her progress erased as she was teleported into Bionifight. Kopen is desperate for respect, and resents the fact that the other fighters seem to show none. And if there’s one thing she’s good at, it’s holding grudges. She hates Rahkshi for taking her sight, she resents Toa and all their great power, and she despises the Queen for her lack of regard for the feelings of others. The perils of the Queen’s Quest have somewhat dampened these feelings. While she generally strives to prove herself through dumb courage and belligerence, she has learned the consequences of such actions, leaving her just a little more considerate and perhaps a bit jumpy.


Name: Mirror
 
Species: Mimic's Species
 
Power/Weapon 1: "Photographic Reflexes," upon viewing a physical feat, Mirror will be able to duplicate it flawlessly and without practice. This skill applies only to movements, and cannot replicate elemental, mental, or innate abilities. Though he is able to record motions with weapons such as bows or clubs, duplicating them without the appropriate weapon would be ineffective. In the name of fairness, Mirror is starting out as a blank slate. He only knows basic combat with his own weapon and not much else, though he can learn much just by watching.
 
Power/Weapon 2: "Shard Lance," a long, thin-bladed sword of the purest protosteel with an extended grip. In that way, it's closer to a polearm than lance, and is just as useful for mimicking most staff attacks as well as swords. Mirror always keeps it sharp and polished for combat to the point where he's near obsessive about it.
 
Power/Weapon 3: Limited magnetic field manipulation. Mirror is able to generate and control small magnetic fields through a pair of implants in his hands. Like a Toa, these fields require energy to maintain depending on their size, though Mirror’s comes from himself, rather than a separate reserve. Given the right magnetic materials, Mirror can replicate smaller feats of elemental manipulation with his Reflexes, such as launching balls of molten protodermis, bringing up small shields, or drawing weaponry towards him for use with his abilities. Alternatively, he can release his stored energy at once, resulting in a powerful magnetic pulse which can be used for a jump boost, knocking opponents away, or snatching metallic weapons from an unwary opponent.

Appearance: Being of the same species, Mirror looks very much like Mimic. His head looks somewhat reptilian with a mouth full of fangs in the front and two ear-like protrusions in the back. He has a wide, armored chest and powerful, yet agile, limbs that are able to quickly adapt to many fighting styles. His primary colors are deep blue with black and silver armor covering it.
 
Bio: Mirror woke up one day in a shattered village. No two bricks were left together on the building he could only assume had been his home. All around were bodies similar to his own, crushed by falling debris or killed in the panic. Those of his friends that were still alive had long since left him for dead. But he didn't know for sure, because he couldn't remember anything. Not even his own name.
He wandered the universe for years, searching for some way to reclaim the memories that had been taken from him, or the friends that had left him. Along his travels, he met one like him, a Dark Hunter named Mimic, who showed him how to unlock his photographic reflexes before running off to another mission. Left more confused than grateful, Mirror continued his own quest with a new name. One night, he went to sleep, Shard Lance by his side, and then he woke up in an Arena with a Queen telling him he had been selected for a glorious tournament. He never believed it, always imagining it was some kind of mistake.
 
Personality/Other: His amnesia and lack of real combat training has made Mirror very unsure of himself, almost self-loathing at times. He's doesn't speak much, but when he does, it comes with a power and desperation that none would expect. His only mission in life is to find out who he was, and he will fight as well as he can to get back to that life.

Edited by Click
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I'm pretty sure physically forming a bubble of water around someone's head would be an autohit, since the other player is given no chance to react to or avoid the attack. It's just: "I formed a bubble. Your guy is drowning now. Haha."

This is what I thought back then, and why I felt justified to use the elemental nullifier on Ismekne without giving her a chance to avoid it.

 

I'm okay with the power nullifier being used on Ismekne in this case. 

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New version of Falcon's profile with some minor changes to his longbow (I decided the invisible sonic arrows were unfair). However, Vyne is still taking up just one slot, the reasons for which I made clear a while back: http://www.bzpower.com/board/topic/17209-bionifight-infinite-discussion/page-95?do=findComment&comment=915684

Name: Falcon.

Species: Glatorian of Ice.

Power/Weapon 1: Whistler – a longbow that fires specialised protosteel arrows with barbed broadheads, designed to punch through thick hide or armour.

Power/Weapon 2: Hunting dagger – one bio long, this blade is serrated on one side, and razor-sharp on the other, tapering to a deadly point. While he primarily uses it for close-quarters combat, it can also be thrown.

Power/Weapon 3: Vyne – this small, wyvern-like creature serves as Falcon’s constant friend and companion. Her feet are tipped with sharp claws, and her mouth is filled with needle-like teeth, but she is no mere animal: highly intelligent, she can fly, and communicates via chirps and hisses, which Falcon has learned to interpret.  

Appearance: Tall, handsome and well-built, his armour is in various shades of blue, and he wears the grey furred pelt of an iron wolf over his back and shoulders. His helmet is in the shape of a bird’s head.

Vyne is a leafy green in colour, with silvery fangs and claws, a sinuous body, and glittering red eyes.  

Bio: Once a hunter in the wastes of the Quartz Mountains, his duty was to keep the villages of the ice tribe safe from marauding iron wolves. After the reformation of Spherus Magna, he took to hunting in the newly-returned forests of Bota Magna, which was where he met Vyne, abandoned as a hatchling in the woods.

Raising her as his own, he soon discovered just how intelligent she was, and trained her to help him hunt by scouting out the terrain for him. As time went by, he became involved with the Jungle Agori, learning their language and culture and later negotiating on their behalf with the Toa Nuva and Ackar in selecting a site for the construction of New Atero. In the years that followed, he aided the united villages with numerous wildlife problems, taking on beasts many times his own size.

But while he has hunted many a fearsome creature, Bionifight will be the first time he finds himself facing other sentient beings… 

Personality/Other: Falcon has never really been a people person, preferring his own company to that of others. However, he knows the dangers of being a lone wolf (like the one he now wears as a coat), so he tends to avoid working completely alone. Kind and considerate at heart, he doesn’t relish in the pain and suffering of his prey, so he does his utmost to kill with the first shot.

He is exceptionally skilled in close-quarters combat with his knife and his fists, having been forced many times to grapple with creatures that are far bigger and stronger than he, but he favours stealth and strategy over strength when he can.

Falcon approved.

 

Name: Aeila Teumessia

Species: Unknown

Power/Weapon 1: Maodun Guanshu: Aeila has a unique control over force. Namely, the ability to imbue an object with either an absolute force, or an absolute nullification thereof. In layman’s terms, she can create both the Unstoppable Force, and the Immovable Object. An object imbued with absolute force cannot be stopped by any means, and will simply force its way through any resistance it encounters. An object imbued with an absolute nullification, in contrast, will stop any force leveled against it dead in its tracks, regardless of severity, origin, or angle. Unfortunately, these two effects exist as a binary; one cannot be used while the other is active, and switching between them takes a moment of thought.

Power/Weapon 2: Camlann’s Gauntlet: When Aeila designates an opponent, both she and that combatant are instantly removes from the local spacetime. Specifically, they are brought a moment out of sync with it, and placed upon a new battlefield. This battlefield cannot be escaped, and no one outside of it can perceive the events within, or affect those within. The combatants will only be returned to local spacetime once one has either lost, or surrendered. A loss in the arena will result in the illusion that only the victor has returned, as the loser will be removed by the Infinite System before their return to the arena.

 

Camlann’s Gauntlet brings its combatants to the site of a ruined castle courtyard. Though once a symbol of might, the antechamber to a mighty leader’s seat of power, it has long been a victim to time. The towering gate lays ruined, hinting at a world lost in the distance, and the courtyard is dusty, battered cobblestone dotted by a handful of ruined walls and pillars. Vines choke the courtyard’s walls, overgrown where they were once trimmed back. Shattered statues of long forgotten heroes line a wide, open, central walk towards the castle’s entrance. Larger busts flank the stairs, displaying timeworn Kanohi, a Kraakhan and an Avohkii on opposite sides of the great doors. If one were to ascend high enough, it would seem as though the world stretched forever. In reality, combatants are confined to the central courtyard. The space is primarily open, with the walls arranged towards the eastern and western cardinal directions. The time of day varies, depending upon Aeila’s mood and perception of the battle before her. The weather is similarly reflected, though its presence is purely aesthetic, and does not affect the conditions of the arena.

Power/Weapon 3: Maodun: A long, wide greatsword traditionally sheathed on Aeila’s back. A blunt ricasso is situated just above the simple cruciform hilt, permitting for extra leverage when necessary. A simple mechanical mechanism permits Maodun to fold into a shield, and unfold into a sword.

Appearance: Looking as though she has stepped right out of Spherus Magna’s legends, Aeila stands only a little taller than the average Toa. Armored in deep reds and a muted bronze, her armor is reminiscent of a legendary defender. Her bronze shoulderpads resemble, upon closer inspection, stylized Haus, matching well with the bronzed breastplate she wears. Her green heartlight draws focus, contrasting beautifully with the metallic shades around it. Bronze gauntlets wrap around her forearms, leaving her hands and wrist unencumbered, with scarlet etching. Her red Huna is sleek, framing eyes of the same shade as her heartlight. Maodun is sheathed on her back, the handle protruding over her right shoulder.

Bio: Aeila was brought into being some time before the Shattering, but exactly when is impossible to determine. The Great Beings intended her as a protector, endowed with powers not seen before or since. She fulfilled her role for some time, but when the Shattering began, the Great Beings chose to seal her away and place her aboard the Great Spirit Robot. Perhaps intended as a failsafe, but if so, her return was never desired. In fact, she would not awaken until the GSR’s crash upon Bara Magna broke what had so carefully preserved her comatose form. She awoke in a land she knew nothing about, but one that needed its defenders more than ever. The malcontents that seeked to eke out their own kingdom, the Brotherhood’s remaining servants, Dark Hunters, all were threats to those who could not protect themselves. She was a defender once more, stalwart against those who would do harm. But, to her displeasure, without any true alignment. Her own morality had to be her guide, for there was no higher authority to turn towards.

 

It is in this state that she has been brought to Bionifight.

Personality/Other: Aeila’s moral code is derived from elements of several previous codes, including elements of both the Toa Code and the Book of Certavus. Camlann’s Gauntlet, for her, is a power of great significance; its use symbolizes that she has resolved to defeat her foe, and will permit neither herself nor her enemy to run away.

Aeila approved. Since it takes time to shift between sword and shield, and between Unstoppable and Unmovable, I don't think they're overpowered. It's like Noroi - two powersets, but you can't just change instantly through them.

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save not only their lives


d665fa5c17bc200a946e0a69eaf11f929dc080cb


but their spirits

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Ever since seeing how poorly Kopen and Mirror actually perform when matched against more powerful opponents, I've been wanting to try to de-nerf their profiles a little, and with Kopen coming home and Disunity over, now seems like a good time. Admittedly, I spent more time thinking about their characters than how well they can fight, so I hope I'm not overcompensating in power here. I believe I can fit Kopen's echolocation outside of a power slot. My reasoning is that technically it is just another form of vision with similar advantages and disadvantages explained below.

 

I also took the chance to clean up, clarify, and update their profiles a bit. The "Matoran of Dodge" always felt a little gimmicky, and I haven't really been making use of it anyway. Significant changes are underlined

 

Name: Kopen

 

Species: Ta-Matoran

 

Power/Weapon 1: A long, golden staff tipped with three blades on either end. The blades are serrated and twist around each other into a point, making it an ideal weapon for digging through most types of armor. She’s rather attached to it and the clear ring the blades produce when struck.

 

Power/Weapon 2: Kakama speed. A device surgically implanted into her face gives her access to her mask. That coupled with years of practice makes it easier for her to wear down much stronger opponents, avoiding their blows until they wear themselves out, and she can strike.

 

Power/Weapon 3: Quick Healing. Given enough time and energy, Kopen can recover from any non-lethal injury, from stab wounds to lightning burns. The rate of healing depends on the severity of the injury, and even minor wounds take some time. This ability helps her jump back up and stay on her feet even after devastating attacks by more powerful beings and then outlast them.

 

Appearance: Kopen is blind, and instead relies on a series of clickers built into her joints that allow her to use a form of echolocation to navigate. As the frequency is based on motion, running or otherwise moving quickly improves the detail of her vision. This method of sight provides a different set of strengths and weaknesses, such as an immunity to blinding by light or darkness, as well as an ability to see through most illusions, though her carefully tuned ears are hypersensitive to loud or repetitive noises, which can throw off her vision, and silence fields are devastating, leaving her in a state of panic and complete isolation from the world. Finer details and color escape her, making it difficult to identify the powers of others, though she can identify Kanohi with focus.

After her accident and the surgery to implant her Kanohi device, all that remains of her face is a tangle of broken metal, wire, and diodes, which she keeps carefully hidden with a round, flattened hat and a wide blindfold wrapped around her mask. She’s taken the aesthetic a few steps further, collecting a medley of cloths to wrap around herself as payment for certain tasks. The few flashes of her original armor that can be seen beneath her eclectic coverings are red and silver. Her build is small and agile, but generally the same as most Matoran.

 

Bio: Kopen always seemed to be underfoot in her home town, snatching at anything she could steal and endorsing all kinds of similar nasty habits. She was always the target of many glares and insults from her fellow Matoran. In an attempt to save another from a wandering Rahkshi, she was caught by an attack and blinded. At last, the villagers had an excuse to expel her from the village. After months of wandering through the wilds adapting to her new life, she stumbled upon a new town. She took to surviving the only way she knew how: little favors here and there, earning much respect and many clients, but never any friends.

 

Personality: Kopen has lived in obscurity for far too long. She was cast aside and thought worthless, and she has spent every moment from then on proving she is as good as any other. She had established a decent life for herself back home, but suddenly found all of her progress erased as she was teleported into Bionifight. Kopen is desperate for respect, and resents the fact that the other fighters seem to show none. And if there’s one thing she’s good at, it’s holding grudges. She hates Rahkshi for taking her sight, she resents Toa and all their great power, and she despises the Queen for her lack of regard for the feelings of others. The perils of the Queen’s Quest have somewhat dampened these feelings. While she generally strives to prove herself through dumb courage and belligerence, she has learned the consequences of such actions, leaving her just a little more considerate and perhaps a bit jumpy.

Name: Mirror

 

Species: Mimic's Species

 

Power/Weapon 1: "Photographic Reflexes," upon viewing a physical feat, Mirror will be able to duplicate it flawlessly and without practice. This skill applies only to movements, and cannot replicate elemental, mental, or innate abilities. Though he is able to record motions with weapons such as bows or clubs, duplicating them without the appropriate weapon would be ineffective. In the name of fairness, Mirror is starting out as a blank slate. He only knows basic combat with his own weapon and not much else, though he can learn much just by watching.

 

Power/Weapon 2: "Shard Lance," a long, thin-bladed sword of the purest protosteel with an extended grip. In that way, it's closer to a polearm than lance, and is just as useful for mimicking most staff attacks as well as swords. Mirror always keeps it sharp and polished for combat to the point where he's near obsessive about it.

 

Power/Weapon 3: Limited magnetic field manipulation. Mirror is able to generate and control small magnetic fields through a pair of implants in his hands. Like a Toa, these fields require energy to maintain depending on their size, though Mirror’s comes from himself, rather than a separate reserve. Given the right magnetic materials, Mirror can replicate smaller feats of elemental manipulation with his Reflexes, such as launching balls of molten protodermis, bringing up small shields, or drawing weaponry towards him for use with his abilities. Alternatively, he can release his stored energy at once, resulting in a powerful magnetic pulse which can be used for a jump boost, knocking opponents away, or snatching metallic weapons from an unwary opponent.

 

Appearance: Being of the same species, Mirror looks very much like Mimic. His head looks somewhat reptilian with a mouth full of fangs in the front and two ear-like protrusions in the back. He has a wide, armored chest and powerful, yet agile, limbs that are able to quickly adapt to many fighting styles. His primary colors are deep blue with black and silver armor covering it.

 

Bio: Mirror woke up one day in a shattered village. No two bricks were left together on the building he could only assume had been his home. All around were bodies similar to his own, crushed by falling debris or killed in the panic. Those of his friends that were still alive had long since left him for dead. But he didn't know for sure, because he couldn't remember anything. Not even his own name.

He wandered the universe for years, searching for some way to reclaim the memories that had been taken from him, or the friends that had left him. Along his travels, he met one like him, a Dark Hunter named Mimic, who showed him how to unlock his photographic reflexes before running off to another mission. Left more confused than grateful, Mirror continued his own quest with a new name. One night, he went to sleep, Shard Lance by his side, and then he woke up in an Arena with a Queen telling him he had been selected for a glorious tournament. He never believed it, always imagining it was some kind of mistake.

 

Personality/Other: His amnesia and lack of real combat training has made Mirror very unsure of himself, almost self-loathing at times. He's doesn't speak much, but when he does, it comes with a power and desperation that none would expect. His only mission in life is to find out who he was, and he will fight as well as he can to get back to that life.

 

Changes approved.

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IC: Aeolin/Knowledge Sector

No response. Best to let her try to resolve her issues herself. I turned to see that Agion was following. I gestured for him to turn back.

"Someone is crying. I offered help, but the player is very adamant on not playing as her for now she was unresponsive. Best not to disturb here. I suggest we move."

>ignoring the fact that i explicitly posted "not open for interaction"

>complaining when i don't reply

Edited by Umi Tryon
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This idea was too fun to ignore. I had fun integrating some... unique defenses.
 
 
Mech Name: The Polyhydra
 
Pilot Name: Sesdec
 
Power/Weapon 1/2: Shapeshifting. In essence, the Polyhydra is a blank canvas, a sea of folds prepared to configure into a variety of forms. Its shape is connected to the mind of Sesdec and can mimic any construct found within, based in reality or fiction. Of course, these changes are merely aesthetic, used to intimidate foes, create basic camouflage, or adapt to obstacles, and do not share the abilities of their basis. Its true danger comes in layering its surfaces to create defenses capable of withstanding heavy fire, blades to slice through solid metal, or minute projectiles of its essence. These material-consuming, heavy constructs limit its maneuverability and speed while active, and are generally maintained across only one or two smaller areas as needed in the current situation. Without these constructs, the Polyhydra's armor is rather weak.
 
Power/Weapon 3: Extreme maneuverability. The greatest advantage of the Polyhydra’s form is its independence from linear motion. By manipulating its many vertices and edges, it can change direction in an instant and “run” at speeds exceeding those of most transports, even across uneven terrain.
 
Appearance: The Polyhydra seems to defy description. Upon first glance, there is little that resembles a typical mechanical construct. In its default form, it appears as a massive collection of alabaster polygons wrapped into a tangle of geometry. Sesdec is seated somewhere within, though even the position of the controls changes with its form. While in motion, the many fractals of its shape undulate and slice the air like a many, many legged centipede.
 
Other: For all its complexities, the Polyhydra is merely large sheet of resilient paper, animated entirely by Sesdec’s consciousness. Despite its composition, it lacks the more obvious weaknesses of paper, such as susceptibility to damp and burning. It does not require energy or mechanical components, simply a conscious pilot of the element of paper. Because of this, the Polyhydra can continue moving even when severely damaged, though its defensive and offensive capabilities are hampered as it loses material.

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This idea was too fun to ignore. I had fun integrating some... unique defenses.

 

 

Mech Name: The Polyhydra

 

Pilot Name: Sesdec

 

Power/Weapon 1/2: Shapeshifting. In essence, the Polyhydra is a blank canvas, a sea of folds prepared to configure into a variety of forms. Its shape is connected to the mind of Sesdec and can mimic any construct found within, based in reality or fiction. Of course, these changes are merely aesthetic, used to intimidate foes, create basic camouflage, or adapt to obstacles, and do not share the abilities of their basis. Its true danger comes in layering its surfaces to create defenses capable of withstanding heavy fire, blades to slice through solid metal, or minute projectiles of its essence. These material-consuming, heavy constructs limit its maneuverability and speed while active, and are generally maintained across only one or two smaller areas as needed in the current situation. Without these constructs, the Polyhydra's armor is rather weak.

 

Power/Weapon 3: Extreme maneuverability. The greatest advantage of the Polyhydra’s form is its independence from linear motion. By manipulating its many vertices and edges, it can change direction in an instant and “run” at speeds exceeding those of most transports, even across uneven terrain.

 

Appearance: The Polyhydra seems to defy description. Upon first glance, there is little that resembles a typical mechanical construct. In its default form, it appears as a massive collection of alabaster polygons wrapped into a tangle of geometry. Sesdec is seated somewhere within, though even the position of the controls changes with its form. While in motion, the many fractals of its shape undulate and slice the air like a many, many legged centipede.

 

Other: For all its complexities, the Polyhydra is merely large sheet of resilient paper, animated entirely by Sesdec’s consciousness. Despite its composition, it lacks the more obvious weaknesses of paper, such as susceptibility to damp and burning. It does not require energy or mechanical components, simply a conscious pilot of the element of paper. Because of this, the Polyhydra can continue moving even when severely damaged, though its defensive and offensive capabilities are hampered as it loses material.

 

Sesdec's Mech approved.

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IC: Aeolin/Knowledge Sector

No response. Best to let her try to resolve her issues herself. I turned to see that Agion was following. I gestured for him to turn back.

"Someone is crying. I offered help, but the player is very adamant on not playing as her for now she was unresponsive. Best not to disturb here. I suggest we move."

>ignoring the fact that i explicitly posted "not open for interaction"

>complaining when i don't reply

>Already knew that.

>Joking.

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Jumping on the mech bandwagon. Since its backstory involves it being dreamt up only after the coming big mech fight, it won't be participating in that particular, even if it does get approved before Friday

 

 

Mech Name: The Ebon Flow

Pilot Name: Jorth

Power/Weapon 1: Ferrofluid construction. The Ebon Flow has a skeleton consisting of a series of hydraulically-powered cables around a central armoured hub. This skeleton is fleshed out by a kind of ferrofluid; particulates of iron-like metal held in a thick and viscous gel, bound to the cables by magnetic force. This gives the Ebon Flow a certain capacity to shapeshift. The limbs can twist and merge, combining into a single tentacle of greater strength. By increasing the power of the magnetism holding the ferrofluid in place it can be induced into creating geometric designs of great spikiness, the increased force holding it in place giving it the solidity of granite. This also makes the mech tricky to hurt with bladed or crushing weaponry, as instead of being resisted by a solid metal plate their impact is spread out, rippling out through the gel until the kinetic force has been entirely neutralised. Small or shallow cuts will self-repair, the gel just flowing back into place, though its own viscosity prevents it from easily slipping back into larger injuries.

Power/Weapon 2: RODAR system. The ROde Detection And Ranging equipment  is a set up meant to aid the Ebon Flow’s other visual and targeting hardware by channeling a Rode’s power of truth to see through stealth systems and other deceptions that enemy mechs might have set up. It has no trouble seeing through illusory veils or active camouflage but, slightly ironically, is useless if the enemy is simply crouched behind a large rock. 

Power/Weapon 3: By crossing the numerous magnetic fields produced by its inner cables the Ebon Flow can generate a crude electric charge. Amplified by the properties of the ferrofluid this allows it to actually create and launch beams of lightning from its tentacles, or shock with high voltage electricity on contact

Appearance: Without the ferrofluid armouring the Ebon Flow is a central cockpit comprised of a series of square and hexagonal metal plates arranged in a shape known by the mouthful of syllables that is “truncated octahedron”. The RODAR system built into the machine relays what the outside looks like to display screens on the interior, replicated a view of the world as though there were no mech in the way, complete with any hidden enemies being revealed. 

Each of the 24 corners on the cockpit holds one of the long hydraulic cables that form the rest of the Ebon Flow’s skeletal structure. Tracks run along the edges between corners, letting them move around if they need to merge together. The more of the cables working together as a single limb, the stronger that limb is. 

With its particular armouring covering it, the Ebon Flow appears as a formless mass of black, the shadow of an octopus, the ferrofluid gel masking all detail. 

Other: After seeing a few other mech designs, Jorth came up with this as a machine styled after his squid-coat. But bigger

Edited by I Am Ultron Six

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I'm curious as to whether this RODAR system of yours will work agaisnt either of the stealth systems my mechs possess...

 

The Clockodile:

 

Power/Weapon 1: Adaptive camouflage – the Clockodile can change its colour to match its surroundings, and even change the shape of some of its outer plates to resemble branches, rocky outcroppings, etc. to help it blend in better.

 

The Baterra Nui:

 

Power/Weapon 1: Hardlight Projection – it can project short-range hardlight illusions as camouflage or to confuse enemies. (These cannot move or be used as weapons).

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